Search found 306 matches

by Vachtra
Thu Jul 21, 2011 6:13 pm
Forum: Shipyards
Topic: Starting Playership
Replies: 10
Views: 4102

Re: Starting Playership

... It's not loading...
It checks it when it starts but doesn't load it.

Not sure what you bean by a paste.
by Vachtra
Thu Jul 21, 2011 6:01 pm
Forum: Shipyards
Topic: Starting Playership
Replies: 10
Views: 4102

Starting Playership

First time I've typed out all of the code myself and had quite a few typos I had to take care of but the ship won't show up on the list at the start of the game.

I've set attributes= "playership"
initialCass= "true"
startingSystem= "SE"
startingPos= "Start"

Is there something I'm missing?
by Vachtra
Tue Jul 19, 2011 9:53 pm
Forum: Shipyards
Topic: UNID Database
Replies: 564
Views: 407078

Re: UNID Database

0xE5AC - Vachtra
by Vachtra
Fri Jul 08, 2011 8:03 pm
Forum: Shipyards
Topic: Adjusting Targeting Tollerance
Replies: 9
Views: 3517

Re: Adjusting Targeting Tollerance

This is where shutting down non-important systems comes in handy. This includes all weapons, shields and devices, although shields might be optional if you fear running into a stray station in the middle of nowhere. For anyone who doesn't know the "B" button this is a good chance to introduce yourse...
by Vachtra
Wed Jul 06, 2011 8:05 pm
Forum: Shipyards
Topic: Adjusting Targeting Tollerance
Replies: 9
Views: 3517

Re: Adjusting Targeting Tollerance

It increases but like many other things it has a definite limit, this one being 500 ls. Not only can you target but you also have any station at about 1/4 that range show up on your map. Thinking about making much more expansive systems, orbits at 9000 and possibly 15000 ls. We need a little black i...
by Vachtra
Tue Jul 05, 2011 11:04 pm
Forum: Shipyards
Topic: Adjusting Targeting Tollerance
Replies: 9
Views: 3517

Adjusting Targeting Tollerance

Is there any way to do this, either reducing the targeting range or increasing it?
I've looked through mods and did a search on targeting and didn't find anything that seemed relevant.
by Vachtra
Tue Jun 28, 2011 1:45 pm
Forum: Shipyards
Topic: Variable List
Replies: 9
Views: 3606

Re: Variable List

Drako, I have looked through the transdata files but I'm only human and I know I miss a lot. Also, I don't like reinventing the wheel if it's already spinning and needs the tires to be replaced. RPC, the weapons list of attributes, which is what I should have called this, is very helpful. Do you kno...
by Vachtra
Mon Jun 27, 2011 2:52 pm
Forum: Shipyards
Topic: Variable List
Replies: 9
Views: 3606

Re: Variable List

That was not quite what I was asking. I want to know what variables are possible for the different weapons, armor, items, etc. that are out there. For instance, weapons can have configuration = spread3. Is there a spread5 or any other standard configurations? Are these possibly attributes instead of...
by Vachtra
Thu Jun 23, 2011 8:19 pm
Forum: Shipyards
Topic: Variable List
Replies: 9
Views: 3606

Variable List

The function list is great but I would like to see a variable list for all available variables and what they do exactly. Technical terms would help. Not saying for example that stealth armor makes it harder to see you but that perception= x means that you can't be seen unless they are x0 seconds awa...
by Vachtra
Mon Apr 18, 2011 8:29 pm
Forum: Mod Announcements
Topic: [Mod] Playership Drones v2
Replies: 60
Views: 28369

Re: [Mod] Playership Drones v2

I like to play with an EI7000 with 5 suped up hornets.
Just upgrade their holds and you can install decent weapons on them.
I just have to keep an eye on their armor.
by Vachtra
Tue Apr 12, 2011 3:26 pm
Forum: Mod Announcements
Topic: [Mod] Playership Drones v2
Replies: 60
Views: 28369

Re: [Mod] Playership Drones v2

Not sure what was wrong but the static data area had a problem and it wanted ";"'s with dockscreen and inherit.
I just used the static data from the ship.xml file associated with the EI100 and it worked fine.
Haven't gotten around to trying the rest yet.

Thanks
by Vachtra
Mon Apr 11, 2011 11:08 pm
Forum: Ideas & Suggestions
Topic: Time in transcendence
Replies: 12
Views: 6571

Re: Time in transcendence

Macs not talking to PCs is a thing of the past. Even divergent architectures converge over time because connectivity is too valuable to not have, and you can design a gateway between widely differing networks. Over time the lesser architecture will go the way of Netware and Appletalk and everyone w...
by Vachtra
Mon Apr 11, 2011 7:39 pm
Forum: Mod Announcements
Topic: [Mod] Playership Drones v2
Replies: 60
Views: 28369

Re: [Mod] Playership Drones v2

The mod does not allow for other mod ships to be returned to if you change ships.
What would I need to do to add a modded ship to be used?
For instance if I wanted to create a new group with their own ships, some of which you could purchase.
by Vachtra
Tue Dec 28, 2010 5:00 pm
Forum: Ideas & Suggestions
Topic: Limited Enemy Ammo
Replies: 6
Views: 3235

Limited Enemy Ammo

I can understand some of the really big ships having an almost endless supply of ammo but the small fighters should really be limited to how much they can hold. Even if the ship is mostly packed with ammo it would still be only in the hundreds. Even larger ships might have a capacity of several thou...
by Vachtra
Fri Aug 06, 2010 3:36 pm
Forum: Ideas & Suggestions
Topic: Time in transcendence
Replies: 12
Views: 6571

A galactic standard would very likely be both spoken and written. It would also most likely be created to work with all of the major species that came together in the first place to set these standards. The use of computers is probably only used by some of the less advances races that haven't master...